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Bolt: Necromancy trappings.

 
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Dylan S
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PostPosted: Wed Nov 28, 2012 1:17 am    Post subject: Bolt: Necromancy trappings. Reply with quote

One of my players in 50F is playing a necromancer. We added 'Death' as a fifth element to the world, including a custom spell-list. The other four elements have Bolt so, what the hey, she got Bolt too.

Now, her trapping is that it only works on living creatures. She can't Bolt a door down or Bolt a ship to pieces. I want to compensate this with a cool buff to her character.

The best I've come up with is:
Every time she Incaps someone with Bolt, she drains its energy into herself and gains a counter. The next time she Raises Zombie, the zombie gets +1 toughness per counter. So, she could go on a murder-spree and then raise a mega-zombie if she wanted to. It's neat, but it's kind of bland. I'm considering allowing +1 Ability die type per counter instead... so, if she Bolts five pirates to death, she could raise a Zombie with STR d12 (+3) and Vigor 10 (+2). Maybe the drained energy should only last until the end of the scene, day, week?


What do you guys think? Too weak? Too powerful? On track, but not quite there?
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ogbendog
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PostPosted: Wed Nov 28, 2012 2:19 am    Post subject: Reply with quote

how about it works on living, or once living (leather, wood, etc) but not stone, metal, etc.

which also means that stone or metal armor, cover, etc don't count.
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Sadric
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PostPosted: Wed Nov 28, 2012 3:37 am    Post subject: Reply with quote

I think its powerfull. You could make a really tough zombie this way. There sould be a limit, maybe the rank of the charakter, maybe rank+2 with a new edge.

I like the idea of saving kills for later. But I would limit it to a week or so.

The element of death is closely connected to the dark gods, I would guess. Maybe add some corrupting influence? Maybe create a table for a natural 1 on the casting die so its possible to gain permanent mental hindrance (or even ugly, oneeyed or such things) with really high rolls. Add the death counters as bonus to this roll, you know, the trapped souls churn on your mentality.

Another idea is to last the zombie spell longer with each death counter.
On death counter=minutes instead of rounds, two death counter= hours, three death counter=days.
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Zadmar
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PostPosted: Wed Nov 28, 2012 4:37 am    Post subject: Re: Bolt: Necromancy trappings. Reply with quote

Dylan S wrote:
Now, her trapping is that it only works on living creatures. She can't Bolt a door down or Bolt a ship to pieces.

On the other hand, it also means she can freely cast Bolts without causing collatoral damage. She won't trash her home if she's fighting off an intruder, she won't leave evidence of a fight at the scene of a crime, she won't destroy her victims' clothing or valuables, she won't accidently sink her own ship while shooting at a boarding party*, etc.

I'm not convinced that her trapping is actually a drawback. It has both pros and cons, and actually sounds pretty good as-is.

* Technically Bolt can't sink a ship anyway, as it's not a Heavy Weapon, but the same trapping could apply to Burst and Blast.
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SavageGamerGirl
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PostPosted: Wed Nov 28, 2012 10:16 am    Post subject: Re: Bolt: Necromancy trappings. Reply with quote

Zadmar wrote:
[* Technically Bolt can't sink a ship anyway, as it's not a Heavy Weapon, but the same trapping could apply to Burst and Blast.


Actually, it can be. In 50Fathoms, you can double the PP cost to make your bolt a heavy weapon.
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ogbendog
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PostPosted: Wed Nov 28, 2012 12:47 pm    Post subject: Re: Bolt: Necromancy trappings. Reply with quote

SavageGamerGirl wrote:
Zadmar wrote:
[* Technically Bolt can't sink a ship anyway, as it's not a Heavy Weapon, but the same trapping could apply to Burst and Blast.


Actually, it can be. In 50Fathoms, you can double the PP cost to make your bolt a heavy weapon.


which you wouldn't do while targeting a boarding party
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Zadmar
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PostPosted: Wed Nov 28, 2012 1:43 pm    Post subject: Re: Bolt: Necromancy trappings. Reply with quote

SavageGamerGirl wrote:
Actually, it can be. In 50Fathoms, you can double the PP cost to make your bolt a heavy weapon.

Ah, interesting, I hadn't seen that change. I still don't think I'd give any bonuses for it though, unless the player was willing to give up the Heavy Weapon option entirely.
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Starhawk
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PostPosted: Wed Nov 28, 2012 3:59 pm    Post subject: Reply with quote

There ARE living creatures that require Heavy Weapon to be affected, I believe. Although I don't know if any of them exist in the 50F world.
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Zadmar
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PostPosted: Wed Nov 28, 2012 4:12 pm    Post subject: Reply with quote

Starhawk wrote:
There ARE living creatures that require Heavy Weapon to be affected, I believe. Although I don't know if any of them exist in the 50F world.

Yeah, there are several of them, as well as the "big bad".
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jpk
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PostPosted: Wed Nov 28, 2012 9:14 pm    Post subject: Reply with quote

We pretty routinely have powers with trappings that only affect living things in our home games, and we've generally found the pros and the cons even out (especially with blast).

Sure, you can't break out of jail that way, but you'll never accidentally blow up the wondrous McGuffin of awesomeness, either.
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Takeda
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PostPosted: Thu Nov 29, 2012 2:47 am    Post subject: Reply with quote

Well there was a player in my game that had his AB be all about modifying gravity.

Bolt fired little mini-black-holes. It meant if a baddie was killed it was often folded over (with a loss in mass) in some brutal fashion.

Legerdemain was gravity manipulation and Wall Walker was also gravity manipulation.
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Dylan S
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PostPosted: Thu Nov 29, 2012 6:25 pm    Post subject: Reply with quote

jpk wrote:
We pretty routinely have powers with trappings that only affect living things in our home games, and we've generally found the pros and the cons even out (especially with blast).

Sure, you can't break out of jail that way, but you'll never accidentally blow up the wondrous McGuffin of awesomeness, either.


This is an interesting point. While I think it's too late to suggest no buff whatsoever (my player and I already talked about how to balance it, etc., so it might be awkward to back-peddle completely) I'll scale it back a bit. How about +1 or +2 armour penetration?
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jpk
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PostPosted: Thu Nov 29, 2012 10:47 pm    Post subject: Reply with quote

I suppose that depends on what he's losing in return. Like I said, I think the "can't break stuff/won't break stuff" swap is even, but you might get some other ideas in there.

Is he going to get a rough time when people realize he's a necromancer? That's probably a good enough balance against a slight AP right there, and it's something you can just sort do without prior negotiation. Heck, he probably won't even be surprised when that's the way it is.

But that's just a thought.
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Zadmar
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PostPosted: Fri Nov 30, 2012 5:03 am    Post subject: Reply with quote

Dylan S wrote:
This is an interesting point. While I think it's too late to suggest no buff whatsoever (my player and I already talked about how to balance it, etc., so it might be awkward to back-peddle completely) I'll scale it back a bit. How about +1 or +2 armour penetration?

How about instead of having the option to spend +1 PP to make the Bolt a Heavy Weapon, she can choose to spend +1 PP to give the Bolt AP 2?
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The One
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PostPosted: Wed Dec 05, 2012 4:17 pm    Post subject: Reply with quote

I'd say that the bolt gains AP 1 or 2, in return for not being able to affect non-living matter such as iron, stone etc. If you think about it in terms of entropy, metals and stone will resist for a very long time, whilst organic matter decays and rots.

The bypassing a degree of armour is because only metallic armours have sufficiant density to slow the bolt.
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xxlgeeklord
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PostPosted: Sat Dec 15, 2012 7:17 pm    Post subject: Reply with quote

AP2 is the equivelant of +1 damage, which is about +1 PP cost. If you think that it is so much of a drawback just say the attack has AP2 against any armor that isn't alive. It's part of the fact that it only affects living things, and thus passes straight through most armor. It'll also pass through walls if she knows there's someone on the other side of them, ignore cover, and it can be used to identify undead/constructs. This seems fairly balanced, although maybe a bit powerful.
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